Wealth Levels

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During character creation, two Wealth Levels may be modified as Perks. These modifications affect only the character's starting condition and so there is nothing "sticky" about these choices.

The two things, or stats, that can be modified, are Equipment Wealth and Cast, both starting at a value of 3, and being sellable down to 1, or improvable up to infinity.

Contents

BELs for Equipment and Cash

The BELs (Base Economic Levels) for Equipment Budget and Cash are 40f (farthings) of cash, and 120f worth of equipment. These values are universal, applicable in all settings (so are all BELs).

1f, one farthing, is 1/4 of a silver penny or denarius, and about 1000 farthings makes up a Carolingan pound of silver (the Carolingan pound is a bit lighter than the present day Imperial pound - figure 2500 to 3000 farthings makes up a kilogram of silver). In a modern campaign, 1f is approximately 25 Danish kroner as of the year 2000, or X Euros, or Y Pound Sterling, or Z US Dollars (re-calculate reasonables values for XYZ, and consider upgrading DKK value for inflation).

The BECMs, or Base Economic Cost Multipliers,are world-dependent, however. For the Ärth 10th century historical fantasy setting, the BECM is 15 PP for Cash and 12 PP for Equipment. For each 15 PPS spent on Cash, the starting cash amount is multiplied by 4, and for each 12 PPs spent on Equipment, the starting Equipment Budget is multiplied by 4. In each case, each full BECM worth of PPs spent increases the relevant Wealth Level by 1, and each fraction of a BECM (any whole number of Perk Points) spent increases the Wealth leveland the amount of money appropriately.

Thus if a player opts to spend 45 PPS on Cash and 30 PPs on Equipment, his Cash Wealth goes up from 3 to 6, and his Equipment Wealth goes up from 3 to 5.5. Cash Wealth is simple, the x4 multiplier applied thrice, so that his character's Starting Cash is 2560f.

Applying the first two whole Wealth Levels to Equipment, we go from 120f to 1920f. In this case it is very simple because half a Wealth Level multiplies by x2, for a final Starting Equipment Budget of 3840f, but in other case, a calculator, spreadsheet or lookup table must be used (and the lookup table must be specific to the used BECM).

Using a calculator, for modest increases to either Cash Wealth, multiply by the 15th root of 4, raised to the Nth power where N is the number of PPs spent, and for Equipment, multiply by the 12th root of 4, raised to the Nth power where N is again the number of PPs spent. (Grab a calculator, use it to calculate the 12th root of 4, then raise the result to the 6th power. If your result is anything other thane exactly 2, you've made a mistake).

After 7 increases to either of the two Wealth Lvels, when a Wealth Level of 10 is reached, further Wealth Levels only multiply by x3 (not x4) up to the 15th Wealth Level. After that each Wealth Level only multiplies by x2 (so that for fractional Wealth Levels you take the 12th or 15th root of 2, and raise that to the Nth power).

As an example, purchasing 7 Levels of Equipment Wealth, in addition to the base 3, costs 84 PPs and gives the player slightly less than 2 million farthings (2 Mf, mega-farthings) to spend on starting equipment; 1000 (Carolingan) pounds of silver.

There are other BECMs, pertinent to other things (such as Monetary Income and Food Income), and other settings use different BECMs for Equipment and Cash. For instance in an early 13th century medieval fantasy setting, such as that of the Ars Magica RPG, the BECM for Equipment should probably be 8 (not 12) PPs and the BECM for Cash should be something like is 12 (not 15).

Selling down Wealth Levels

If a player wishes to sell down one or both of Cash and Equipment, during character creation, halve the BECM (and round down). This is the compensatory amount of PPs given for each full Level of Wealth. Neither Wealth Level may be sold down to less than one, and each Wealth Level below 3 reduces the amount of money by 5 (thus two full Levels reduces the amount from BEL to 1/25 of BEL).

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Rules details

These are more in depth rules. They are not optional, but clarify the above material.

Starting Cash

Starting cash can be in the form of actual coins (current or ancient), hack-silver, pieces of precious metal other than silvery, and jewelry, including non-set precoous and semi-precious stone (but note that in the 10th century, precious stones could not be cut faceted at all, save perhaps via the use of magic).

Divide the cash between various categories, such as generic silver coins and hack-silver (include ancient coinage here), coins of specific lands (write the name of each realm and how many farthings the character has in that denomination), and items of jewelry (write down the value of each item followed by an (a) in paranthesis to denote that the cash is in an "atomic" or indivisible state, although of course with proper tools any jewelry can be cut into pieces such as hack-silver. It is both historically realistic and nicely simple to have multiple identical pieces of jewelry, for instance 9 silver arm rings each worth 250f(a) and 4 gold arm rings each worth 4000f(a)).

Starting Equipment

Starting Equipment is anything that reasonably can be purchased on the market, including several sets of clothes (unless the player is okay with his character walking around naked) of a Quality appropriat to the character's social status (or a higher or lower social status than he actually has, if he's deliberate about it), adventuring and crafts equipment, weapons, armour, mounts and slaves (excepting slaves purchased as Allies and mounts that are somehow magically bound to the character - an intelligent mount can also be purchased as an Ally).

The main exception is basic home furnishings, which are included in the Home Perk, if the character has that. Note the availability of equipment packages (such as various personal basics and camping gear packages) and of skill equipment kits (such as a Lockpicking kit or a Disguise kit), greatly simplifying the equipment purchase process

Advice

A player who knows the setting can make better choices about Starting Wealth. A Sagatafl campaign is much more likely to take place in a realistic world, than in D&D-land, so there will not be Adventurer's Shoppe's in every village, where one can purchase high-end weapons and armour and other equipment. Instead, opportunities to purchase high-Quality gear are rare, serving to encourage players to buy what they want during character creation where everything that is commercially available in the character's Home Range can be bought.

Cash is flexible, in that it gives the character the freedomt to adapt his equipment loadout to changing circumstances. He can't rely on finding a seller of high-Quality swords, but if he finds that he needs a war axe, he can reasonably expect to be able to travel to find a weaponsmith willing to make and sell an ordinary-Quality war axe to him. Cash is also useful for bribes and for travel expenses (food, shelter, mounts, passage on ships). Cash should be sold down only if the character is reasonably self-sufficient and is unlikely to need to make any later purchases (e.g. mount or armour).

Equipment is attractive to buy up, but note carefully that used equipment is non-trivial to re-sell. Finding a buyer in the first place is difficult in a primitive economy such as Ärth's, and re-sale value can be anything from 60% to 1% (yes one percent).

There is also no "sticky" effect for Cash, or for Equipmet purchased during character creation. Any world contains NPCs with less than stellar respect for private property, and if they have reason to assume they can get away with robbing a wealthy PC, then they should realistically attempt to do so. (A tip: The best defence against being thusly victimized is to have lots of friends, or at least look like one has a lot of friends. The second best defence is to look like an absolute badass, one who eats highwaymen for breakfast - raw!)

Please note

It is perfectly legal to sell down Cash and use the compensatory PPs to buy up Equipment during character creation (this is known as "doing the Eco-Shuffle"). The reverse is equally legal.

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The world

A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.

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